add missing oar load help text; verify asset fullid on save to oar

This commit is contained in:
UbitUmarov
2025-05-13 22:30:52 +01:00
parent 24352a8c8d
commit a800514050
2 changed files with 16 additions and 1 deletions

View File

@@ -299,6 +299,10 @@ namespace OpenSim
+ " --mergeReplaceObjects if scene as a object with same id, replace it\n"
+ " without this option, skip loading that object\n"
+ "--skip-assets will load the OAR but ignore the assets it contains.\n"
+ "--force-assets will load the OAR and try to upload the assets it contains.\n"
+ " it will REPLACE those assets on local region cache\n"
+ " it will also try to upload them to service, but that only work if they are not present"
+ " Avoid using this except for some recovery atempts"
+ "--default-user will use this user for any objects with an owner whose UUID is not found in the grid.\n"
+ "--no-objects suppresses the addition of any objects (good for loading only the terrain).\n"
+ "--rotation specified rotation to be applied to the oar. Specified in degrees.\n"

View File

@@ -154,8 +154,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver
continue;
}
if(asset.FullID.IsZero())
{
if(!UUID.TryParse(thiskey, out UUID id))
{
m_log.InfoFormat($"[ARCHIVER]: cannot save asset '{asset.Name}' because it has Zero");
m_notFoundAssetUuids.Add(kvp.Key);
continue;
}
asset.FullID = id;
}
sbyte assetType = kvp.Value;
if (asset != null && assetType == (sbyte)AssetType.Unknown)
if (assetType == (sbyte)AssetType.Unknown)
{
m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", thiskey, SLUtil.AssetTypeFromCode(assetType));
asset.Type = assetType;